Tuesday, April 29, 2014

My first attempt at a Dominion storage solution

I used a rolling pin on the divider segments of my dominion box insert, so now all the cards fit in without having to be diagonal.
I also can fit in my extra euro sized card protectors that were just sitting around in a bag.
Next I plan to make some dividers for the cards.

Sunday, April 27, 2014

Witch Hunt

We played a game of Eminent Domain at work. They would play it again, but I have not brought it back yet since I have been working on one of my goals for the year, and I have not been playing lunch games for this last week. The games continue without me (I made the group, but it has taken a life of its own, so even when I am not there it continues).

I did publish a new version of Dancing Robots online (with the mostly completed artwork), but haven't done much else on that front recently.

I finally got my Dominion base set cards sleeved, and I decided to put all the cards from all the dominion expansions that I own into one box. The expansions that I own are: Dominion, Intrigue, Hinterlands, and Dark Ages (Also a copy of Platnum, Colony, and Walled Village).

I measured that I could just barely not fit three rows of cards into the box (the box is 1mm too narrow), but I decided that I would build it as if I could fit all the cards in anyway, and perhaps try to compress the foam core board that I am using to make the insert by 1mm and not have to do anything tricky to make it work.

After building the thing the cards all fit into the box, but the ones in the middle row need to go in diagonally. It is a good temporary solution, but I will probably end up compressing the insert at some time.

I had an idea today that since I am having trouble with my current game due to a theme incompatibility, I should come up with a theme first and then try to make a game around it (Moar Moai is a game like that). I thought that a witch hunt could be a fun theme, so I asked started asking Alison for advice about characters in a witch hunt setting, and their motivations. We came up with some fun ideas, and think that we might have another game in it's infancy.

So far it goes like this:

1 player is a witch
n players are townsfolk
(there is the possibility of more characters, but for now let's leave it at that.)

Everyone has cards that allow them to cast blame on people or exonerate people (each player has 2 blame and two exonerate cards as well as an 'I don't know anything' card). The cards have a range of values on them (-2, -1, 0, 1, 2), and they are played face down. Everyone knows who played what card on who, but not the value of the card until the end of the game.

One card is played a turn, and at the end of the game the cards are all revealed and the players with negative scores all die. If the witch dies the townsfolk gain 1 points each, and anyone with their -2 point blame card on the witch gets an additional 1 point. Players who die all get -1 point, and if the witch doesn't die she gets +2 points.

During a players turn they should also be able to gain information about the other people in the game (either through mutual card sharing, or perhaps a deck of cards that they draw from and play.)

An option that we discussed is to give each person a public persona that is merely a name, and also give them cards that dictate which persona they like or dislike. If the person that they liked or disliked was eliminated or not eliminated (as would make sense) at the end of the game then they get a bonus point.

It is possible that these public persona also give special abilities that would effect the way that the game goes (like a church/law person that controls the threshold of death, or an investigator that could look at one persons card one time.)

We need to put more thought into the game, but it sounds sort of fun already.

Monday, April 21, 2014

Space Scoundrels

Apparently I have not posted for a week. I am still alive. Work on the new game website is still coming along.

Alison and I played some Eminent Domain last night, and we also played some more Oceania.

At work we have been mostly playing Avalon, but we have played a few games of Love Letter.

Perhaps I will turn the new website into a Creative Accounting website instead of a Collusion website.

The game (Creative Accounting) is undergoing a possible retheme. With all of the people that are scared of math, it seems like space pirates or something like that would be a better theme.

Saturday, April 12, 2014

The visual way to track space

Dave got me some new artwork for Dancing Robots. I have updated all of the previously generated cards with the new artwork. The only part that has yet to be drawn is the spring (which is still sporting my trendy artwork).

Here is a gallery of the current look of the cards.

With the new artwork I am more excited about working on dancing robots some more (I have been much more excited about Creative Accounting recently, but that hasn't prevented me from working on Dancing Robots and Collusion as well)

Tonight I put together a simple example of a visual way of displaying the amount of space a card provides or takes up. Here are some of the example cards I made:
The cards that provide space have the space that they provide graphically represented on the right side of the card. The cards that use up space have the amount of space that they use up graphically represented on the left side of the card. You stack the cards up until the dark brown bar is as tall as the light brown bar and then you know that you are out of space. 
An example follows. The robot on the left has used 8 of 12 space and has 4 space left. The robot on the right has used 7 of 14 space and has 7 left.
I don't know if this is a good idea, but it seems like it would make keeping track of space a bit easier. I would love to hear any feedback anyone might have about this idea (and about the cards in general).

In other news: We have played a lot of games of Creative Accounting recently. I have not yet committed to a retheme, but I think that it might help the game catch more people's interest. Really I don't want to put work into the retheme until the game work well for perhaps a month without any large changes.
I tried the game out with a group of people from the church, and they liked it. They wanted to play more and more games even though we were supposed to be going home. That to me is a very good sign :). We tried out the rule that prevents anyone from being kicked out two turns in a row, and it seemed to be popular. Also, we tried out allowing the disgruntled employee to know who the accountant is. I am entirely sure both of those rules shouldn't be in at the same time (perfect play with those two rules would guarantee an auditor victory no matter what), but we played them anyway.
We also played some Bohnanza, which was pretty fun. It has been a long time since I played that game.

I have been writing a website for Collusion. When it is playable I will post it here, and explain how it works.

Monday, April 7, 2014


Over the weekend we played some more games of Council of Verona as well as a game of Creative Accounting. Both games were well received. Creative Accounting has reached a fairly stable point (in terms of rule changes.) I am ready to start to come up with a better theme for the game. The accounting theme is apparently scary and boring to many people.

Let me tell you, coming up with a theme that is both scary and boring at the same time should be considered a feat in and of itself, but that doesn't help the game to be approachable, so I have to change it anyway.

I am thinking that it should be set in space - perhaps in an asteroid mining operation where people are finding valuable things and attempting to smuggle them to a place to sell them. The company that owns the whole mining operation wants to curtail this black market selling of the valuable objects, so they have a mole planted in the crew of the ship. The mole can search people's stuff and try to find smuggled objects, but people will begin to suspect after a while, so he can't search to much. Perhaps the captain and the first mate of the ship are obviously not the mole (they would serve the same role as the hippies in the original theme), but perhaps there will be fugitives or something that would fill that role.

The action cards would be named: Smuggle, Play it Safe, and Investigate.
The role cards would be: Crew, Disgruntled Crew, Mole, Captain, and First Mate (or Fugitive)

Each round would be one trip to the asteroids and back to civilization. The 'work dumping' would be replaced by a 'leave people behind in the asteroids to reserve your claim' phase but would behave exactly the same.

Perhaps this would be less scary.

Also: I found a new kickstarter. Coup Reformation

Thursday, April 3, 2014

Oat Spiders

For the last three days we have been playing Council of Verona at lunch. The work crew have been enjoying it a fairly well. The best play that was played was a certain player 'poisoning' Romeo with his 5 token (Which fooled everybody into thinking that he really was poisoned and won the player the game).

We also played a game of Avalon, which was pretty good as well.

My Dancing Robot artwork is very nearly done. I can't wait for it to be finally completed.

Alison and I have been working through the games that I brought home from SaltCon. Just last night we played Dominant Species. It was pretty fun. I was ahead in the beginning, and she came back for a close victory at the end. The grub eating eagles and the oat spiders were our favorite parts.